Total War: WARHAMMER II

Total War: WARHAMMER II

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Logichammer: Rules, A Lightweight Battle Tweaker
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Tags: mod, Battle
File Size
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852.620 KB
31 Jan, 2022 @ 7:11pm
23 Jun, 2022 @ 4:28am
3 Change Notes ( view )

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Logichammer: Rules, A Lightweight Battle Tweaker

Description

Art by Jaime Martinez.[www.artstation.com]

Foreword: Compatability
The features in this mod will overwrite, but are compatible with, the mods below:
    — SFO: Grimhammer 2
    — Boyz Will Be Boyz: Closer to Tabletop


Hey folks! I'll keep this brief.

Rules is a lightweight, highly compatible battle mod that targets four parts of the game:
  • Core Rules
  • Morale
  • Fatigue
  • Veterans

Each update brings more table edits, so I'll sum up the core concepts of each change and the gameplay you should expect.

The intention of this mod is to encourage lateral thinking.



  • Armour is stronger and armour piercing units become essential against high-armour foes.

When an entity (single creature) is hit, a roll is done between 50% and 100% of its armour value. The resulting number is the % of base damage that the armour negates from that hit. I have changed this to between 60% and 100% of the armour value, making armour 10% more effective.



  • Cavalry no longer send infantry flying on impact and instead flatten them.
  • Cavalry that charge a braced spear unit head on now halt before the unit and walk into the fight, without their charge, nor their charge bonus.



  • Elite units have the potential to almost always hit low-tier units (effectively slaughtering them), and low-tier units have a much harder time hitting high-tier units.
  • Flanking from the sides and rear reduces the melee defence stat of the enemy significantly, which causes them to be hit more often. This way, flanking becomes a vital component for defeating higher-tier units than your own.

Hit Chance Equation: (Base Attack Chance + Melee Attack) - Enemy Melee Defence = Chance to Hit.

> Base Attack Chance: 30% (Vanilla: 35% | SFO: 20%)
> Minimum Hit Chance: 5% (Vanilla: 8% | SFO: 15%)
> Maximum Hit Chance: 95% (Vanilla: 90% | SFO: 75%)



Core Changes
  • Positive and negative effects are generally more extreme, so utilising it well could quite decisively turn the battle in your favour.
  • The fear of overall casualties, and the fear of decisive defeat frighten troops more than instant damage.
  • Fear and Terror are effective over longer distances.
  • Routing now comes in two forms: short and long. Depending on the severity of the morale shock a unit takes, it could run for 8 or 20 seconds.
  • Troops will be aware of more routing units, friendly and enemy.

Morale Positives
  • Leaders provide a flat bonus to morale for being alive, and cause heavy morale penalties for dying or fleeing.
  • Units are encouraged by killing and winning against enemies.
  • Secured flanks give units confidence.
  • Fighting enemies who are downhill, or fighting from within a walled settlement improves your troops morale.

Morale Negatives
  • Friendly fire will frighten your troops and could spell defeat for you.
  • Artillery, missiles and cavalry intimidate units more.
  • Flanking units from the sides and rear frightens them much more.
  • Fatigue will increasingly worry a unit as it tires.



Fatigue Rates
  • In vanilla, it takes a unit roughly 4 minutes to reach exhaustion.
  • In this mod, it takes a unit roughly 7 minutes to reach exhaustion.

General Changes
  • Climbing ladders consumes less stamina.
  • Units spend the most time in the 'Winded' state, leaving them running at about 85-90% efficiency.

Unit Effectiveness
  • Fresh: 100%
  • Active: ~95%
  • Winded: ~85%
  • Tired: ~75%
  • Very Tired: ~65%
  • Exhausted: ~55%


  • Early-game armies survive a little longer into the campaign as their units increase in rank. Rank 9 low-tier will likely hold their own against the better half of mid-tier units, though each faction will differ on that.
  • Units earn ranks steadily from 1 to 9, however, it takes a little longer to get there. In vanilla, the early ranks are easy to obtain, and the last ones are a slog.
  • Killing Legendary Lords and Generals now awards units a lot more experience, making them an essential target for units you want to rank up quicker than the rest.
  • Rank 9 Veterans are roughly 10% better in raw stats like melee attack, defence and leadership than their Regiment of Renown counterparts, however, they lack the RoR skills that give them an edge.
79 Comments
scehr  [author] 8 Aug, 2022 @ 1:15am 
You're welcome! I'm glad it worked out for you! :praisesun:
Minaplo 4 Aug, 2022 @ 10:54pm 
Thanks for your response!

In truth since I posted the comment I've gone on to see your logic for myself and have decided yeah, that all checks out; I'm rolling with it now. Thanks again!
scehr  [author] 3 Aug, 2022 @ 11:19am 
Hey! Really glad you're enjoying the mod.

I intentionally designed it so base units become slightly stronger than RoRs, but they usually end up losing to the unique feature of the RoR, which, to me, makes sense.

A mod which allows RoRs to level up (presuming they have the same/slightly better base stats) would make the RoRs stronger than the base units entirely. :steamthumbsup:
Minaplo 2 Aug, 2022 @ 9:50pm 
Hey mate, love the mod, it really feels great to use and has scratched an itch I've had for ages.

Quick question: I love the veterancy changes, but it it looks like Regiments of Renown or other such types (such as Imrik's dragons) don't have stats based off the changes, meaning they end up, statwise at least, a little weaker than their mainline comparisons. Do you know if mods that allow RoR to level up normally fix this or if there's other work arounds?

Cheers!
scehr  [author] 20 Jul, 2022 @ 2:43am 
It may be the case that individual cavalry entities are interacting solely with their target infantry entity. So, although the entire unit may not be turned around, if there are bracing infantry already facing the cavalry, it will still have that affect.

I believe the system is dated, usable but not optimal.
NotoriousNix 20 Jul, 2022 @ 12:00am 
I swear sometimes the charge changes regarding negating the impact have issues, sometimes i'll side charge and the unit im moving into won't turn all the way to face me but still negate the charge, making my units walk in.
scehr  [author] 19 Jul, 2022 @ 3:11am 
Hey, dude! I'm super glad it feels better! Enjoy! :praisesun:
Godzhand007 17 Jul, 2022 @ 10:00pm 
it feels really good now man, thx!
scehr  [author] 17 Jul, 2022 @ 1:06pm 
Should be! :steamthumbsup:
Eisen 17 Jul, 2022 @ 12:18pm 
Is this compatible with teb or kislev?